Yeah I've been wading through and have gotten it to work as a weapons mod........didn't redo the missions yet........

One of the obstacles I've hit is the unique naming system
i.e. the textures have unreadable labels. Is it possible to find out
what a Model file calls it's texture? Can That be renamed....in the model file.

It's so frutrating that I'm again going back to the way GR interfaces...
In the same way Imod accesses the list of installed mods.
Shouldn't there be a way to do the same thing for weapon
and soldier choice? Isn't it a matter of directing the gui to
the file you want to read?

Sniper 2 has updates that add support weapons....some of the guns are awesome. They seem to be "reality" based rather than the Brain gun
or the breath guns in Halien (sic). There's also a "giftpack" that offers the models for your own mod.

Has anyone seen "Smoking Aces"...........Afleck is headlined but even if
Ben has spent a lot of time yelling at you about politics you'll enjoy this movie. Lil Kim brings an NTW to a hotel......I'm telling you we have to work on the basic way a body flies when hit with 2000 pounds of pressure. She should work on her aim.

Force Recon (II)(now) has few bugs. I really like it. The marine mod,
that's its name, non?

And a tip for developers.........being reality based, we think of the
atmospere as having density, especially here in California. The
air thickness is a "constant" set in the prj. file............I made it a
negative number. It sucks the projectile instead of pushing it
thru the soup. Try it.....you'll like it. It lacks a Little accuracy,
but it makes the ground shake in a new more intense way.
Like a San Francisco earthquake.
Like a tabled Immigration remake.

Really......I made it a negative 8, and it still works. I haven't found a number that crashes it yet.

Pointillist wrote:One of the obstacles I've hit is the unique naming system
i.e. the textures have unreadable labels. Is it possible to find out
what a Model file calls it's texture? Can That be renamed....in the model file.

If you open the model file with a hex editor you can find out the names of the texture files it uses. You can also rename the files that way. Make sure if you do rename them, that the name is less than 32 characters.

Also.....I think, because of the Ike, that the aif/wav thing is causing enough lag to crash sometimes? Do All the sound waves have to be in one format or the other? Or does it just read a wav if it can't find an aiff? There's a new sound editor for mac that says it can handle reformatting but is it
worth the trouble?

Would the hex editor work on the imod file to allow choosing weapons and missions before opening gr? The guns and soldiers available could be
on longer lists (i.e. MajorMod).

I haven't noticed lag if the sound files are not aif but they are an easy convert if they are. You can use iTunes to convert from wav to aif. If Ghost Recon can't find the aif files it will use the wav files so no problem there.

What is imod? A mod enabler? Not sure why you would need to choose guns before you open Ghost Recon since you have to go through that stage when playing sp anyways. But if you wanted to change the default guns with the kits you would have to edit the kit files (ending with .kit). You can use any text editor to edit the kit files.

Yes Imod chooses the mods in which order.....(damn has it available).
the advantage is the long lists are easily scrolled down as a list rather than waiting for gr to go down the list one by one. If it was able to pick kits you could look at all your kits in one tenth the time.

Missions could be chosen from a list rather than scrolling.....
mistakes in the kit files often cause crashes. Imod just looks at
at the lists without "loading".

Thanks for the itunes tip. I know it Shouldn't matter
whether its a wav or aiff file, but when I look at the ike
it has a file not found message for many sound files. Is
it possible that an occassional "burst" of sounds boggles
its mind. I know that happens to me. (sic).

pointillist wrote:The advantage [of iMod] is the long lists are easily scrolled down as a list rather than waiting for gr to go down the list one by one.

Sorry for necro-posting, but another important advantage of iMod is that you do not have to quit and relaunch the game when you enable large mods that change fundamental things (which otherwise don't load properly, for example a new mouse pointer).

"When bad men combine, the good must associate; else they will fall one by one, an unpitied sacrifice in a contemptible struggle." - Edmund Burke, Thoughts on the Cause of the Present Discontents (1770)